BTW, in this video I show how to play an Advanced Squad Leader (ASL) scenario (using an ASL map) but with The last Hundred yards (LHY) pieces and rules (in this example I am playing the ASLSK #1 scenario S1 Retaking Vierville since it is pretty simple with no hills and just infantry with no heavy weapons, ordinance , or vehicles and such). th-cam.com/video/fT6q82ZbGuY/w-d-xo.html This way one can use many of all those many ASL scenarios out there as LHY scenarios (with some special scenario rules to make them work out). As such, the scenarios play out quite differently than when using ASL rules and I think more realistically as well as more streamlined in that there are far less phases and die rolls and such in the LHY versions but at the same time it keeps an ASDL flavor to them plus one can employ ASL rules as special scenario rules. For example I used the ASL ELR to assign the Casualty Differential Values (CDV) in LHY, the US with and ELR= 5 and the German with an ELR of 3 but I doubled that since the German is on the attack so I gave the US a 5 for their CDV and the German a 6. And since LHY does not have Orchards I treat those like Tree Lined Roads and fields like Smoke only not as high). And for the German 4-4-7 in ASL I assign that a range of 8 not 10 as is standard for the other German infantry units in LHY. So I am finding this is great fun to play these ASL scenarios as LHY ones! BTW, the video production quality is a bit bad in that I was having some technical problems with holding my camera and pointing it on my game table but the video may be good enough to convey the basic idea.
The mission initiative bonus represents the momentum and tactical situation it doe not apply to both sides in your play the US do not have one, it's also a balance mechanism, applying +2 ruins the balance. Minor niggle euro games have tokens for abstract stuff , in wargames they almost always are called counters/unit counters or markers/marker counters.
4:34, rule 6.0 I 1. Doesnt the ENTIRE platoon move/activate , THEN the enemy gets his/her reaction? see6.0 II 2. Reaction - once the active player completes conducting actions [s, plural] for the units of the activated platoon" .... Not busting your balls, Im just making sure Im not doing it wrong!!!
No you dont have to activate everyone in the platoon. You can activate as little or as much as you like. But units that dont activate with the platoon can only react!!
@@JKWARGAMES yes. But with the clock running at end of turn, why would you not want to move as much as safely possible? Did u end up rolling for time lapsed " turn1"
@@war_gamer yes i rolled for time turn 1 lol. Depends the americans were holding the building so did not want to move. The germans were advancing without getting shot to bits.
One thing I am curious about is in regards to reactions, Do reacting units get a reaction if they saw unit move into LOS but are no longer in LOS by the end of the move? Or do you only check for Reacting unit LOS when you are declaring reactions?
The unit gets to react if they saw a unit move or fire in there los. So if a unit moved past them, they would get to react. If they did not see anything in los, they can only withdraw or move if platoon leader is with or next to them.
At 2:25, the MG can't move because no enemy acted in his LOS and he doesn't have a PL with him. Also, I'm curious why you brought 3rd Platoon on with Reaction rather than activate them and they'll have more movement?
@@war_gamer Broken down to its simplest sequence, only the side with Initiative can act with its units. Everything the opponent does is only a reaction. Any unit can react if the enemy acted within LOS. Only units with their Platoon Leaders (and possibly adjacent) can react if they didn't see something in their LOS. I find the more we play, the more familiar we are with the Sequence of Play and any exceptions and the easier it gets.
Big Board Gaming Germans have initiative. They activate 1st platoon and let’s say the MG section attached. They can act with all of the units of that platoon before calling for reaction. Then the Americans can only react with units that saw those enemy units do something (or units with PLs can do something). But the Germans don’t have to activate every unit. They could save, say, one squad to react to a reaction. But if there is no reaction, that squad won’t get a chance to do anything. Markers stay on the hex and units (and might more with them) until the Fire Resolution phase.
Question: did you split one SQUAD in two SECTIONS for US? If yes, Why there are all of 3 SQUAD tokens deployed at the beginning instead of two SQUAD tokens and two SECTIONS tokens? Thanks a lot
@@JKWARGAMES yes that is correct but one Platoon is 3 SQUADS, and you can split one squad in two sections, so I was wondering how you could have three Squad and One section deployed
2:29 when the American reacted. As I understood it a unit can only react (move or shoot) if they had LOS to the enemy?
Correct. Only the leader and the unit it was with could have reacted.
BTW, in this video I show how to play an Advanced Squad Leader (ASL) scenario (using an ASL map) but with The last Hundred yards (LHY) pieces and rules (in this example I am playing the ASLSK #1 scenario S1 Retaking Vierville since it is pretty simple with no hills and just infantry with no heavy weapons, ordinance , or vehicles and such).
th-cam.com/video/fT6q82ZbGuY/w-d-xo.html
This way one can use many of all those many ASL scenarios out there as LHY scenarios (with some special scenario rules to make them work out).
As such, the scenarios play out quite differently than when using ASL rules and I think more realistically as well as more streamlined in that there are far less phases and die rolls and such in the LHY versions but at the same time it keeps an ASDL flavor to them plus one can employ ASL rules as special scenario rules.
For example I used the ASL ELR to assign the Casualty Differential Values (CDV) in LHY, the US with and ELR= 5 and the German with an ELR of 3 but I doubled that since the German is on the attack so I gave the US a 5 for their CDV and the German a 6.
And since LHY does not have Orchards I treat those like Tree Lined Roads and fields like Smoke only not as high).
And for the German 4-4-7 in ASL I assign that a range of 8 not 10 as is standard for the other German infantry units in LHY.
So I am finding this is great fun to play these ASL scenarios as LHY ones!
BTW, the video production quality is a bit bad in that I was having some technical problems with holding my camera and pointing it on my game table but the video may be good enough to convey the basic idea.
My copy is in the mail, I can't wait to get my hands on this one! Love your vids, cheers!🍻
Thanks, its worth the wait!!!
The mission initiative bonus represents the momentum and tactical situation it doe not apply to both sides in your play the US do not have one, it's also a balance mechanism, applying +2 ruins the balance.
Minor niggle euro games have tokens for abstract stuff , in wargames they almost always are called counters/unit counters or markers/marker counters.
Yeah my mistake, thanks for watching!!
great job!
Many thanks
Does only the top unit in a stack fire?
Did you ever play this before you put it up on YT
4:34, rule 6.0 I 1. Doesnt the ENTIRE platoon move/activate , THEN the enemy gets his/her reaction? see6.0 II 2. Reaction - once the active player completes conducting actions [s, plural] for the units of the activated platoon" .... Not busting your balls, Im just making sure Im not doing it wrong!!!
No you dont have to activate everyone in the platoon. You can activate as little or as much as you like. But units that dont activate with the platoon can only react!!
@@JKWARGAMES yes. But with the clock running at end of turn, why would you not want to move as much as safely possible? Did u end up rolling for time lapsed " turn1"
@@war_gamer yes i rolled for time turn 1 lol. Depends the americans were holding the building so did not want to move. The germans were advancing without getting shot to bits.
Plus the time can go back down once you inflict casulty on the defenders. Hope this helps
One thing I am curious about is in regards to reactions, Do reacting units get a reaction if they saw unit move into LOS but are no longer in LOS by the end of the move? Or do you only check for Reacting unit LOS when you are declaring reactions?
The unit gets to react if they saw a unit move or fire in there los. So if a unit moved past them, they would get to react. If they did not see anything in los, they can only withdraw or move if platoon leader is with or next to them.
Great ! JK WARGAMES
Didn't look like you were checking for the cohesion difference DRM during the assaults.
At 2:25, the MG can't move because no enemy acted in his LOS and he doesn't have a PL with him. Also, I'm curious why you brought 3rd Platoon on with Reaction rather than activate them and they'll have more movement?
Yep mg couldnt move my mistake. Not sure on the 3rd platoon, had a few beers by this point lol.
this is part of the problem Im finding. Despite the best efforts here, there is a level of confuction about what is 'accurate play'
@@war_gamer Broken down to its simplest sequence, only the side with Initiative can act with its units. Everything the opponent does is only a reaction. Any unit can react if the enemy acted within LOS. Only units with their Platoon Leaders (and possibly adjacent) can react if they didn't see something in their LOS. I find the more we play, the more familiar we are with the Sequence of Play and any exceptions and the easier it gets.
@@buetowmt but he is also reacting after each squad moves? Do reaction impact markers already placed for Small Arms fire?
Big Board Gaming Germans have initiative. They activate 1st platoon and let’s say the MG section attached. They can act with all of the units of that platoon before calling for reaction. Then the Americans can only react with units that saw those enemy units do something (or units with PLs can do something).
But the Germans don’t have to activate every unit. They could save, say, one squad to react to a reaction. But if there is no reaction, that squad won’t get a chance to do anything.
Markers stay on the hex and units (and might more with them) until the Fire Resolution phase.
The German machine gunner seemed to get bored early on and didn't participate any more.
This video has so many errors in it.
Reaction can only happen with los or with special presence of leaders. The mg could not have reacted
Yep, this is an older vid. Uptodate on all rules now!!
Any good for solo play?
Yeah deffo i play solo.
Question: did you split one SQUAD in two SECTIONS for US? If yes, Why there are all of 3 SQUAD tokens deployed at the beginning instead of two SQUAD tokens and two SECTIONS tokens? Thanks a lot
Not sure but you can stack up to 3 infantry units in 1 hex.
@@JKWARGAMES yes that is correct but one Platoon is 3 SQUADS, and you can split one squad in two sections, so I was wondering how you could have three Squad and One section deployed
My mistake then lol.
@@JKWARGAMES don't worry this serie of videos is terrificly good for the game
@@JKWARGAMES the point is that I'm studying the rules with rulebook, playbook and this video opened xD
WAY too much dice chucking. This game would be better off with a spinning dial.
Rolling dice is half the fun 😉